Online software video capture and replay system

ABSTRACT

A user-activity video signal can be received. The user-activity video signal can comprise a video capture characterizing a user&#39;s interaction with a software application on a client. The software application can have an interface display space on the client and the software application can execute on the client in operation with at least one remote backend computing system. Backend user interaction data corresponding to the user&#39;s interaction with the software application as generated by the at least one remote backend computing system can be received. A new video comprising a plurality of divided segments of the user-activity video signal can be generated automatically using the backend user interaction data and a plurality of predefined rules. The new video can be provided. Related apparatus, systems, techniques, and articles are also described.

RELATED APPLICATION

This application claims priority to U.S. Provisional Patent ApplicationNo. 61/930,406, filed Jan. 22, 2014, the contents of which are herebyincorporated by reference in their entirety.

TECHNICAL FIELD

The subject matter described herein relates to capturing, storing,modifying, and retrieving video content related to user activity in asoftware application.

BACKGROUND

While it is common for video games to be designed with the experience ofthe player in game being the only priority, many successful electronicsports (eSports) games are being designed to be played professionally.Video game genres associated with electronic sports can include but arenot limited to real-time strategy, fighting, first-person shooter, andmultiplayer online battle tournaments. In addition to allowing playersto participate a given game, many game developers have added dedicatedobserving features for the benefit of spectators and competitors. Thistypically can consist of simply allowing players to watch the gameunfold through an online video stream of gameplay.

SUMMARY

In an aspect, a user-activity video signal can be received. Theuser-activity video signal can comprise a video capture characterizing auser's interaction with a software application on a client. The softwareapplication can have an interface display space on the client and thesoftware application can execute on the client in operation with atleast one remote backend computing system. Backend user interaction datacorresponding to the user's interaction with the software application asgenerated by the at least one remote backend computing system can bereceived. A new video comprising a plurality of divided segments of theuser-activity video signal can be generated automatically using thebackend user interaction data and a plurality of predefined rules. Thenew video can be provided.

In another aspect, a system can include a video stream server and areplay server. The video stream server can receive from each of one ormore clients a user-activity video signal comprising a video capturecharacterizing a user's interaction with a software application on theclient. The software application can have an interface display space onthe client and the software application can be executing on the clientin operation with at least one remote backend computing system. Thereplay server can receive data characterizing backend user interactiondata corresponding to the user's interaction with the softwareapplication as generated by the at least one remote backend computingsystem. The replay server can generate automatically, using the backenduser interaction data and a plurality of predefined rules, dynamiccommands for instructing the video stream server to create a new videocomprising a plurality of divided segments of the user-activity videosignals.

One or more of the following can be included. For example, events ofinterest can be detected from the backend user interaction data. Thedivided segments of the user-activity video signals can correlate intime to the events of interest. The new video can be generatedsubstantially contemporaneously with reception of the user-activityvideo signal. The interface display space can include a user interfaceof an online multiplayer video game. The user-activity video signal canbe created at the client by one or more of: capturing user interfacescreen shots at a predetermined rate; capturing open graphics library(openGL) layers; and capturing data through a pixel buffer and formingvideo data from the captured data. Providing can include one or more ofstoring, streaming, and displaying. A user-activity video signal can bereceived from each of a plurality of clients. The new video can be acomposition of divided segments of video signals from a plurality ofclients.

The replay server can detect events of interest from the backend userinteraction data. The dynamic commands can be generated substantiallycontemporaneously with reception by the video stream server of theuser-activity video signals. The dynamic commands can specify whichdivided segments of the user-activity video signals to include in thenew video. The interface display space can include a user interface ofan online multiplayer video game. The backend user interaction data caninclude one or more of: user identification, in-game player information,player history, and in-game player characteristics. The video streamserver can store each received user-activity video signal and the newvideo. The video stream server can broadcast to one or more third partydestinations the received user-activity video signals as theuser-activity video signals are being received by the video streamserver. Each of the user-activity video signals can be created at therespective client by one or more of: capturing user interface screenshots at a predetermined rate; capturing open graphics library (openGL)layers; and capturing data through a pixel buffer and forming video datafrom the captured data.

Computer program products are also described that comprisenon-transitory computer readable media storing instructions, which whenexecuted by at least one data processors of one or more computingsystems, causes at least one data processor to perform operationsherein. Similarly, computer systems are also described that may includeone or more data processors and a memory coupled to the one or more dataprocessors. The memory may temporarily or permanently store instructionsthat cause at least one processor to perform one or more of theoperations described herein. In addition, methods can be implemented byone or more data processors either within a single computing system ordistributed among two or more computing systems.

The subject matter described herein provides many advantages. Forexample, the current subject matter can enable improved viewing,monitoring, and/or analysis of user-activity on a client. The currentsubject matter can enable gathering, usage, management, categorization,reuse, and modification of potentially large quantities of user-activityvideo and associated data. Additionally, the current subject matter canenable cheating prevention, fraud prevention, competitive oversight,security augmentation, increased visibility, advertising, sponsorshipopportunities, video editing, video reuse, data collection, dataanalysis, education, and spectator based entertainment.

The details of one or more variations of the subject matter describedherein are set forth in the accompanying drawings and the descriptionbelow. Other features and advantages of the subject matter describedherein will be apparent from the description and drawings, and from theclaims.

DESCRIPTION OF DRAWINGS

FIG. 1 is a system diagram illustrating an example implementation of anonline software video replay system;

FIG. 2A is a graph of in-game score over time;

FIG. 2B is a line plot illustrating an example sampling of auser-activity video signal at user-activity events of interest to createautomatically generated content;

FIG. 3 is a system diagram of another example implementation of anonline software video replay system;

FIG. 4 is a process flow diagram of a process for video recording ofactivity in a software interface display space;

FIG. 5 is a process flow diagram of an example method for automaticallygenerating a new video; and

FIG. 6 is a system block diagram illustrating data flow for capturing,storing, modifying, and retrieving video content for a user enrolling inan online multiplayer video game tournament.

Like reference symbols in the various drawings indicate like elements.

DETAILED DESCRIPTION

FIG. 1 is a system diagram illustrating an example implementation of anonline software video replay system (and sometimes referred to herein as“OSVRS”) 100. OSVRS 100 can include a video stream server 105 incommunication with one or more clients 110 and a replay server 115. Theclients 110 and the replay server 115 can be in communication with auser management server 120. The client's 110 can include a softwareapplication 125 with a user interface. In some example implementations,the software application 125 can include an online multiple player videogame application in which users compete in tournaments against oneanother.

In some example implementations, OSVRS 100 can facilitate capture ofvideo of activity in a software interface display space; enableprocessing, streaming, and storing of the captured video; and supportretrieval, usage, and sharing of video content within an online system.OSVRS 100 can also automatically generate new video content from thepreviously captured video based at least on backend user interactiondata related to the user activity, for example, automatically creating a“highlights” video of users' play in an online multiplayer video game.In some implementations the received user-activity video signal or thenew video content can be rebroadcast to one or more third partydestinations 130 as the user-activity video signals are being receivedor as the new video content is created. The rebroadcasting can be forviewing or other processing.

The video stream server 105 can be configured to receive from one ormore clients 110 a user-activity video signal or video stream related toactivity of the user on the respective client 110. The user-activityvideo signal can include a video capture of a user interface displayspace. For example, screen shots of a graphical user interface and anyimages displayed therein can be captured at an appropriate rate andstreamed to the video stream server 105. The user-activity video signalcan also include metadata related to the video capture such as time ofcapture, user identification, software identification, location baseddata, user input, hardware identification, and the like. The videostream server 105 can store and archive the received user-activity videosignals and serve as a repository of previously received or currentlyreceived user-activity video signals.

The user management server 120 can manage and perform functionalitiesrelated to software application 125. For example, if softwareapplication 125 is an online multiple player video game, the usermanagement server 120 can manage game-specific data, traffic, and othergame related activities (e.g., a game hosting server). The usermanagement server 120 can track a user's access or use of electronicresources for security purposes. For example, if software application125 is an online consumer banking application, the user managementserver 120 can manage transaction specific data, traffic, and otherrelated user interactions. The user management server 120 can generateor monitor backend user interaction data that is specific to,corresponding to, and/or relevant to the software application 125 suchas actions taken by the user or events occurring in an instance of thesoftware application 125. The backend user interaction data can includecontextual information related to activity taken by a user in thesoftware application 125. In the example implementation in which thesoftware application 125 is an online multiple player video game,backend user interaction data can include player identity; playerhistory; transaction history; and in-game characteristics such as score,range of scores, timing of scoring, opponent kills, and the like. Theuser management server 120 can be a remote backend server. The usermanagement server 120 can send the backend user interaction data to thereplay server 115.

The replay server 115 can receive the backend user interaction data fromthe user management server 120. The replay server 115 can also be incommunication with the video stream server 105 and can receive the videosignal metadata from the video stream server 105. The replay server 115can monitor the state of the video stream server 105 with respect toeach user-activity video signal. For example, the state of the videostream server 105 with respect to each user-activity video signal caninclude whether the user-activity is initializing, on-going, finished,real-time rebroadcasting (or live), retroactive viewing, editing, andthe like. The replay server 115 can also include a plurality ofpredefined rules such as a rule set, which can be applied to the backenduser interaction data, the state of the video stream server 105, and thevideo metadata, to automatically generate commands for instructing thevideo stream server 105 to create new content (e.g., a new video) fromthe user-activity video signals. The rule set can define what the newcontent should be comprised of.

In some example implementations, a rules or inference engine can beincluded and used by the replay server 115 for automatically generatingcommands for instructing the video stream server 105 to create a newvideo. A rules engine can operate by executing a cycle of matching,selecting, and executing rules until there are no more rules to execute.Rule engines can be state-based and can implement complex behaviors as aresult of chaining individual rules. Rules may not be executedsequentially and it may not always be possible to determine throughinspection of a set of rules which rule will be executed first.

In some implementations, the replay server 115 can generate the commandssubstantially contemporaneously with, or in substantially real-timewith, the reception of backend user interaction data and video metadata.In other implementations, the replay server 115 can generate thecommands for a user-activity video signal previously stored on the videostream server 105. The generation of commands using, for example, astate-based rules engine, can result in dynamic commands, which changeover time as different backend user interaction data and video metadatais received and/or processed by the rules engine. In other words, thegeneration of commands can be noncausal (e.g., the commands have somedependence on backend user interaction data values from the future). Forexample, a segment of a user-activity signal may not be determined to beincluded in the new video until an occurrence of a later detectableevent. The dynamic commands can specify which portions or dividedsegments of the user-activity video signals to include in the new video.

The replay server 115 can transmit the generated commands to the videostream server 105. The video stream server 105 can, based on thecommands, generate the new content or video. The new content can bebroadcast, viewed, stored, and the like, by the video stream server 105.

The new content or new video can comprise divided segments of videosignals from multiple clients. For example, the segments can be combinedin parallel such that two video signals are displayed concurrently intime (e.g., the new video includes two side-by-side and simultaneoususer-activity videos), which can enable user-activity comparison betweentwo or more users. As another example, the segments can be combined inserial such that a segment of a video signal from a first client isdisplayed, followed by a segment of a video signal from a second client.

In some implementations, the replay server 115 can, using the predefinedrules, backend user interaction data, and/or the video metadata, detectuser-activity events of interest, which can include detectable changesin video metadata, video stream server 105 state, and/or backend userinteraction data. For example, a detectable event of interest in anonline game application can include a change of in-game score. FIG. 2Ais a graph 200A of in-game score over time. In the example of FIG. 2A, achange of in-game score occurred at 30 seconds and 1 minute into thevideo capture. The replay server 115 can detect the change in score. Thegenerated commands can cause the new video to include samples orportions of the user-activity video signal correlating in time to thedetected events of interest. FIG. 2B is a line plot 200B illustrating anexample sampling of a user-activity video signal at user-activity eventsof interest to create automatically generated content. The new videoincludes the eight seconds prior to and including each change in score(more particularly, at 30 seconds and one minute). The commands can beused to generate a highlights video of gameplay that includes videoshowing user-activity proximal in time to changes of game score.

In some implementations, the replay server 115 can generate commandsthat cause the new video to include a specific user-activity videosignal based on a priority. The priority can be determined from thebackend user interaction data and/or the video metadata. For example,new video or content being rebroadcast substantially in real-time can,for a given moment in time, include the user-activity video signal froma player in an online tournament having the highest score, the mostmoney won, the most damage to opponents, and the like.

The video stream server 105 can, for each received user-activity signaland created new video, provide a uniform resource locator (URL). The URLcan be used to provide for distribution and rebroadcasting of thecontent. Furthermore, the video stream server 105 can index storedvideos according to the URL and using a scheme involving user identity.Such indexing allows searching of the stored video content based on useridentity.

FIG. 3 is a system diagram of another example implementation of an OSVRSsystem. In the example implementation of FIG. 3, the functionality ofthe video stream server 105 is performed by the replay server 115 havingaccess to a repository 305 for storing received user-activity videosignals and new videos.

FIG. 4 is a process flow diagram 400 of a process for video recording ofactivity in a software interface display space. Video is captured at405. Video capture can be performed by, for example, capturinguser-interface display space views through screenshots at apredetermined rate or frames per second. Another example can includecapturing open graphics library (openGL) layers. Yet another example caninclude capturing data in a pixel buffer and forming video data from thecaptured data. Other implementations are possible.

Encoding can be performed at 410. Encoding can compress the capturedvideo and occurs at the client 110, using, for example, hardwareacceleration. Other encoding implementations are possible.

The encoded video can, at 415, be placed into temporary files on theclient 110. A watcher function can monitor temporary file size and oncea temporary file has reached a predetermined size, the temporary filescan be transmitted by the watcher function to the video stream server105. The watcher function can optimize the speed and efficiency of datatransmission. FIG. 5 is a process flow diagram 500 of an example methodfor automatically generating a new video. A user-activity video signalcan be received at 510 from one or more clients 110. The user-activityvideo signal can include a video capture of user activity in a softwareinterface display space on a client 110.

Backend user interaction data associated with the user activity can bereceived at 520. The backend user interaction data can include, forexample, contextual information related to activity taken by a user in asoftware application 125 on the client 110. In the exampleimplementation in which the software application 125 is an onlinemultiple player video game, backend user interaction data can includeplayer identity; player history; and in-game characteristics such asscore, timing of scoring, opponent kills, and the like.

Using the backend user interaction data and predefined rules, a newvideo can be generated automatically at 530. The new video can includeat least a divided segment of the one or more user-activity videosignals.

The new video can be provided at 540. Providing can include, forexample, storing, streaming, broadcasting, processing, and displaying.

FIG. 6 is a system block diagram illustrating data flow for capturing,storing, modifying, and retrieving video content for a user enrolling inan online multiplayer video game tournament. At 601, a player enters anonline or other computer implemented game provided by the usermanagement server 120 (e.g., a game hosting server). The client 110 at602 notifies the user management server 120 and the replay server 115that a game has been initiated. The replay server 115 at 603 providesstreaming credentials to client 110 and video stream server 105. Theclient 110 and video stream server 105 can at 604 initiate theuser-activity video signal stream. Additionally, the video stream server105 can notify the replay server 115 that a video stream session hasbegun and provide a URL. The replay server 115 at 605 can monitor thestate of the video stream and report the state to the user managementserver 120. The user management server 120 can provide backend userinteraction data related to the video game to the replay server 115 suchas the score of each player enrolled in the tournament and theiridentities.

The replay server 115 can, at 606, begin to generate dynamic commandsfor generating new content (for example, as described with respect toFIG. 5). Alternatively, the user management server 120 can notify thereplay server 115 at 607 when the tournament has completed and the videostream between the client 110 and the video stream server 105 (or, e.g.,game tournament) can complete prior to generation of the dynamiccommands. The dynamic commands can be transmitted to the video streamserver 105 for generation of a new video. The video stream server 105can generate the new video or content and provide a URL to the replayserver 115.

In some implementations, a user, having entered and participated in theonline gaming competition, can access both the entire user-activityvideo signal (for example, to review gameplay), or an automaticallygenerated highlights video of the online gaming competition.

The current subject matter can be used for a number of applications. Forexample, the current subject matter can be applied towards video gameplayers that are competing in a multiplayer online gaming environment.The current subject matter can be used for cheating and fraudprevention. For example, when backend user interaction data indicatessuspicious user activity, a new video can be automatically generatedshowing the user's suspicious activity and a game or systemadministrator can review the generated video. Additional uses for thecurrent subject matter can include fraud prevention; competitiveoversight; security augmentation; increased visibility; advertising;sponsorship opportunities; video editing and reuse; data collection andanalysis; and education and spectator based entertainment.

Various implementations of the subject matter described herein may berealized in digital electronic circuitry, integrated circuitry,specially designed ASICs (application specific integrated circuits),computer hardware, firmware, software, and/or combinations thereof.These various implementations may include implementation in one or morecomputer programs that are executable and/or interpretable on aprogrammable system including at least one programmable processor, whichmay be special or general purpose, coupled to receive data andinstructions from, and to transmit data and instructions to, a storagesystem, at least one input device, and at least one output device.

These computer programs (also known as programs, software, softwareapplications or code) include machine instructions for a programmableprocessor, and may be implemented in a high-level procedural and/orobject-oriented programming language, and/or in assembly/machinelanguage. As used herein, the term “machine-readable medium” refers toany computer program product, apparatus and/or device (e.g., magneticdiscs, optical disks, memory, Programmable Logic Devices (PLDs)) used toprovide machine instructions and/or data to a programmable processor,including a machine-readable medium that receives machine instructionsas a machine-readable signal. The term “machine-readable signal” refersto any signal used to provide machine instructions and/or data to aprogrammable processor.

To provide for interaction with a user, the subject matter describedherein may be implemented on a computer having a display device (e.g., aCRT (cathode ray tube) or LCD (liquid crystal display) monitor) fordisplaying information to the user and a keyboard and a pointing device(e.g., a mouse or a trackball) by which the user may provide input tothe computer. Other kinds of devices may be used to provide forinteraction with a user as well; for example, feedback provided to theuser may be any form of sensory feedback (e.g., visual feedback,auditory feedback, or tactile feedback); and input from the user may bereceived in any form, including acoustic, speech, or tactile input.

The subject matter described herein may be implemented in a computingsystem that includes a back-end component (e.g., as a data server), orthat includes a middleware component (e.g., an application server), orthat includes a front-end component (e.g., a client computer having agraphical user interface or a Web browser through which a user mayinteract with an implementation of the subject matter described herein),or any combination of such back-end, middleware, or front-endcomponents. The components of the system may be interconnected by anyform or medium of digital data communication (e.g., a communicationnetwork). Examples of communication networks include a local areanetwork (“LAN”), a wide area network (“WAN”), and the Internet.

The computing system may include clients and servers. A client andserver are generally remote from each other and typically interactthrough a communication network. The relationship of client and serverarises by virtue of computer programs running on the respectivecomputers and having a client-server relationship to each other.

Although a few variations have been described in detail above, othermodifications are possible. For example, the implementations describedabove can be directed to various combinations and subcombinations of thedisclosed features and/or combinations and subcombinations of severalfurther features disclosed above. In addition, the logic flows depictedin the accompanying figures and described herein do not require theparticular order shown, or sequential order, to achieve desirableresults. Other embodiments may be within the scope of the followingclaims.

What is claimed is:
 1. A method for implementation by one or more dataprocessors forming part of at least one computing system, the methodcomprising: receiving, by a stream server and from a client remote fromthe stream server, a user-activity video signal comprising a videocapture characterizing a user's interaction with a video game softwareapplication on the client, the software application having an interfacedisplay space on the client and the software application executing onthe client in operation with at least one remote backend computingsystem providing game data to the client; monitoring, by a replayserver, a state of the stream server for each user activity videosignal; transmitting, by the replay server, the state of the streamserver to the backend computing system to cause initiation of provisionof backend user interaction data by the at least one remote backendcomputing system to the replay server; receiving, by the replay serverand from the at least one remote backend computing system, the backenduser interaction data corresponding to the user's interaction with thesoftware application as generated by the at least one remote backendcomputing system; generating automatically, using the stream server, thebackend user interaction data, the state of the stream server, and aplurality of predefined rules, a new video comprising a plurality ofdivided segments of the received user-activity video signal; andproviding the new video; wherein the stream server and the replay servercomprise at least one data processor forming part of at least onecomputing system.
 2. The method of claim 1, further comprising detectingevents of interest from the backend user interaction data; and whereinthe divided segments of the user-activity video signals correlate intime to the events of interest.
 3. The method of claim 1, wherein thenew video is generated by generating commands to include dividedsegments substantially contemporaneously with reception of theuser-activity video signal, wherein the generation of the commands isnon-causal.
 4. The method of claim 1, wherein the interface displayspace comprises a user interface of an online multiplayer video game. 5.The method of claim 1, wherein the user-activity video signal is createdat the client by one or more of: capturing user interface screen shotsat a predetermined rate; capturing open graphics library (openGL)layers; and capturing data through a pixel buffer and forming video datafrom the captured data.
 6. The method of claim 1, wherein providingincludes one or more of storing, streaming, and displaying.
 7. Themethod of claim 1, wherein a user-activity video signal is received fromeach of a plurality of clients.
 8. A non-transitory computer programproduct storing instructions, which when executed by at least one dataprocessor of at least one computing system, implement a methodcomprising: receiving, by a stream server and from a client remote fromthe stream server, a user-activity video signal comprising a videocapture characterizing a user's interaction with a video game softwareapplication on the client, the software application having an interfacedisplay space on the client and the software application executing onthe client in operation with at least one remote backend computingsystem providing game data to the client; monitoring, by a replayserver, a state of the stream server for each user activity videosignal; transmitting, by the replay server, the state of the streamserver to the backend computing system to cause initiation of provisionof backend user interaction data by the at least one remote backendcomputing system to the replay server; receiving, by the replay serverand from the at least one remote backend computing system, the backenduser interaction data corresponding to the user's interaction with thesoftware application as generated by the at least one remote backendcomputing system; generating automatically, using the stream server, thebackend user interaction data, the state of the stream server, and aplurality of predefined rules, a new video comprising a plurality ofdivided segments of the received user-activity video signal; andproviding the new video; wherein the stream server and the replay servercomprise at least one data processor forming part of at least onecomputing system.
 9. The non-transitory computer program product ofclaim 8, the method further comprising detecting events of interest fromthe backend user interaction data; and wherein the divided segments ofthe user-activity video signals correlate in time to the events ofinterest.
 10. The non-transitory computer program product of claim 8,wherein the new video is generated by generating commands to includedivided segments substantially contemporaneously with reception of theuser-activity video signal, wherein the generation of the commands isnon-causal.
 11. The non-transitory computer program product of claim 8,wherein the interface display space comprises a user interface of anonline multiplayer video game.
 12. A system comprising: a video streamserver comprising at least one data processor and memory storinginstructions which, when executed by the at least one data processor,causes the at least one data processor to perform operations comprising:receiving from each of one or more clients remote from the at least onedata processor a user-activity video signal comprising a video capturecharacterizing a user's interaction with a video game softwareapplication on the client, the software application having an interfacedisplay space on the client and the software application executing onthe client in operation with at least one remote backend computingsystem providing game data to the client; and a replay server comprisingat least one second data processor and second memory storinginstructions which, when executed by the at least one second dataprocessor, causes the at least one second data processor to performoperations comprising: monitoring a state of the video stream server foreach user activity video signal; transmitting the state of the streamserver to the backend computing system to cause initiation of provisionof backend user interaction data by the at least one remote backendcomputing system to the replay server; receiving data characterizingbackend user interaction data corresponding to the user's interactionwith the software application as generated by the at least one remotebackend computing system; and generating automatically, using thebackend user interaction data, the state of the video stream server, anda plurality of predefined rules, dynamic commands for instructing thevideo stream server to create a new video comprising a plurality ofdivided segments of the user-activity video signals.
 13. The system ofclaim 12, wherein the new video is a composition of divided segments ofvideo signals from a plurality of clients.
 14. The system of claim 12,wherein the replay server is further configured to detect events ofinterest from the backend user interaction data; and wherein the newvideo comprises divided segments of the user-activity video signalscorrelating in time to the events of interest.
 15. The system of claim12, wherein the new video is generated by generating the dynamiccommands to include divided segments substantially contemporaneouslywith reception of the user-activity video signal, wherein the generationof the dynamic commands is non-causal.
 16. The system of claim 12,wherein the dynamic commands specify which divided segments of theuser-activity video signals to include in the new video.
 17. The systemof claim 12, wherein the interface display space comprises a userinterface of an online multiplayer video game.
 18. The system of claim12, wherein backend user interaction data comprises one or more of: useridentification, in-game player information, player history, and in-gameplayer characteristics.
 19. The system of claim 12, wherein the videostream server is further configured to store each received user-activityvideo signal and the new video.
 20. The system of claim 12, wherein thevideo stream server can broadcast to one or more third partydestinations the received user-activity video signals as theuser-activity video signals are being received by the video streamserver.
 21. The system of claim 12, wherein each of the user-activityvideo signals is created at the respective client by one or more of:capturing user interface screen shots at a predetermined rate; capturingopen graphics library (openGL) layers; and capturing data through apixel buffer and forming video data from the captured data.
 22. Themethod of claim 1, wherein generating the new video includestransmitting, by the replay server, a first command to the stream serverspecifying the plurality of divided segments to include the new video.23. The method of claim 22, wherein generating the new video includestransmitting, by the replay server, a second command to the streamserver, the second command to change the new video as specified by thefirst command.
 24. The method of claim 22, wherein generating the firstcommand is performed using an inference engine.
 25. The method of claim1, wherein the video signal includes client meta data related to videocapture.
 26. The method of claim 1, wherein the replay sever generatesand transmits a command to the stream server to include a differentvideo segment in a substantially real-time broadcast.
 27. The method ofclaim 1, wherein the stream server provides a uniform resource locator(URL) to the new video.
 28. The method of claim 1, wherein the streamserver archives the new video using a user-identity based index.
 29. Themethod of claim 1, wherein the state of the stream server includesinitializing, on-going, finished, real-time rebroadcast, retroactiveviewing, and editing.
 30. The method of claim 1, wherein the streamserver and the replay server are separate computing systems.